Minister Traits

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  • All minister traits can be used in any minister types, but sometimes it may not be a good idea.
  • Minister research bonus did not work in HOI2 up to and including 1.2. Works properly in all later versions, Doomsday and Armageddon.
  • Negative/Positive construction modifier means decrease/increase of production time and cost thus a +5% bonus increase both time and IC needed for completion by 5%.

Head of State

Power-Hungry Demagogue
  • Wartime Belligerence +0.2 per month
  • Peacetime Belligerence -0.5 per month
  • Alliance chance with Dictatorships +20%

The Power-Hungry Demagogue is an angry vengeful man full of hatred. However he possesses a demonic charisma that enchants the frustrated masses. He has but one real purpose and that is to control and shape the world into one of his liking.

Barking Buffoon
  • Organisation regain -5%
  • Peacetime Belligerence -0.4 per month
  • Alliance chance with Democracies +30%

The Barking Buffoon is a great political dramatic actor. People see him as a strong and competent leader who will save the nation and restore it to its historical greatness. But behind his mask of bombastic rhetoric hides a weak-minded, vain simpleton. Those who really know him, know he is an incompetent man.

Stern Imperialist
  • Consumer goods need -5%
  • Unit build costs -10%
  • Dissent growth rate +20%

The Stern Imperialist is a staunch nationalist. He is neither charming nor an administrative genius. However he has one big asset, namely his fanatical determination to improve his nation's status. He will use any means to achieve that goal, be it political or military.

Ruthless Powermonger
  • Infantry construction bonus -25%
  • Militia construction bonus -25%
  • Money production -25%
  • Chance to coup us -80%
  • Unit Organisation -10%

The Ruthless Powermonger treats his country and his people as personal possessions. He is completely unscrupulous and he will let nothing stand between him and his goals. Sometimes he can develop a streak of paranoia which will endanger friend and foe alike.

Autocratic Charmer
  • Consumer goods need -5%
  • IC -10%
  • Dissent growth rate -10%

The Autocratic Charmer uses his charisma and ruthlessness to stay in power. He charms friend and foe alike and is an excellent negotiator. However, day-to-day governing is not his style and corruption flourishes under his rule.

Resigned Generalissimo
  • Supplies +10%
  • Dissent growth rate +10%
  • Money production -10%
  • Transport Capacity +15%

The Resigned Generalissimo came to power to save his country from the ruin of anarchy and popular sentiment. He is tired of political bickering and tries to run the country as he used to command his regiment. Still, he is a competent and decisive man.

Benevolent Gentleman
  • Consumer goods need -5%
  • Dissent growth rate -10%
  • Belligerence required for declaration of war +20%

The Benevolent Gentleman is charismatic and a master at winning elections. However, he lacks the character to be truly successful at the nation's helm. When things get rough, he merely smiles and waits out the winds of political opinion.

Weary Stiffneck
  • Organisation regain +5%
  • Diplomatic costs +10%

The Weary Stiff-Neck is not the right man for this job. He tries to compensate for this with an aristocractic manner and stiff-necked acting. When it comes to politics he is weary and indecisive, always fearing that his lack of talent will show through his façade.

Insignificant Layman
  • Dissent growth rate +5%
  • Money production +5%

The Insignificant Layman lacks any kind of ambition or political interest. The only reason people do not move against him is that he is fairly harmless and there is no better replacement.

Die-hard Reformer
  • Consumer goods need -10%
  • Belligerence needed for declaration of war -15%
  • Money Production -25%

The Die-Hard Reformer wants to promote his political values and preferred system of government to other countries. He is willing to intervene politically and military to achieve his goals.

Pig-headed Isolationist
  • Belligerence required for declaration of war +30%
  • Money production +25%

The Pig-Headed Isolationist is determined to keep his country out of war, and the mess of international politics. He might like or dislike international cooperation, but it is always national autonomy that is his goal.

Popular Figurehead
  • Consumer goods need +10%
  • Dissent growth rate -50%

The Popular Figurehead has little power due to the system of government in his country. But due to his popularity, any firm statement of his will have to be taken into consideration by those who have power in the country.

Head of Government

Silent Workhorse
  • IC +5%
  • Diplomacy costs +20%

The Silent Workhorse compensates for his lack of charisma with hard work and competence. He rarely takes pride of place, instead letting the Head of State shine in the sun while he gets the job done.

Naive Optimist
  • Consumer goods need -10%
  • Belligerence required for declaration of war +10%

The Naive Optimist is a competent administrator and politician. However, he often succumbs to wishful thinking and fails to grasp the traps which have been laid for him.

Flamboyant Tough Guy
  • Alliance chance with close ideologies +50%
  • Leader skill efficiency -10%

The Flamboyant Tough Guy is a natural leader and a real fighter. He will try to avoid conflict but, if forced to, he will fight to the bitter end. His showmanship generates many creative ideas which he will defend with the stubbornness of a mule, whether they are good or bad.

Happy Amateur
  • Dissent Growth Rate -10%
  • Money Production -5%

The Happy Amateur got his position by pure chance and knows nothing of politics or government. However overwhelmed by the surprise of being in office, his ever-smiling face gives him an aura of confidence. Luckily for him, the people are unaware of his staggering incompetence.

Backroom Backstabber
  • IC -5%
  • Chance to coup us -30%
  • Coup Nation 900 (1000)

The Backroom Backstabber is a political veteran with years of experience as a party whip and senior party member. No intrigue will oust him and no foreign government can topple him. Foreign governments have to be very cautious around him though.

Smiling Oilman
  • Alliance chance -20%
  • Oil production +10%

The Smiling Oilman is a self-made man and a former CEO of a large Oil Company. His experience, and some say his money, have brought him into office. However, he lacks political skill and is a novice in the international arena. At least he is thick-skinned, competent and a fast learner.

Old General
  • Infantry construction bonus -5%
  • Mountain construction bonus -5%
  • Militia construction bonus -5%
  • Heavy Cruiser construction bonus +5%
  • Light Cruiser construction bonus +5%
  • Destroyer construction bonus +5%

The Old General was appointed because of his powerbase and sometimes because of his glorious past. Not very interested or skilled in politics, he pursues his foremost interest: the state of the Army.

Old Admiral
  • Heavy Cruiser construction bonus -5%
  • Light Cruiser construction bonus -5%
  • Destroyer construction bonus -5%
  • Tactical Bomber construction bonus +5%
  • Escort Fighter construction bonus +5%

The Old Admiral was appointed because of his powerbase and sometimes because of his glorious past. Not very interested or skilled in politics, he pursues his foremost interest: the state of the Navy.

Old Air Marshal
  • Tactical Bomber construction bonus -5%
  • Escort Fighter construction bonus -5%
  • Infantry construction bonus +5%
  • Bergsjäger construction bonus +5%
  • Militia construction bonus +5%

The Air Marshal was appointed because of his powerbase and sometimes because of his glorious past. Not very interested or skilled in politics, he pursues his foremost interest: the state of the Air Force.

Political Protege
  • Consumer goods need +3%
  • Dissent growth rate -5%

The Political Protégé is a political crony, a confidant of the Head of State. He is neither very liked nor very competent. He was chosen because he was loyal and had a large net of contacts.

Ambitious Union Boss
  • Consumer goods needed -15%
  • Dissent growth rate +5%
  • Money production -30%

The Ambitious Union Boss is a harsh man who turned to politics to get the power to change things. He is still a man of the working class but his new environment has curbed his radicalism. He is a tough negotiator but lacks administrative skill. His background is also a liability in some circumstances.

Corporate Suit
  • Money production +50%
  • Dissent growth rate +10%
  • Unit build costs +5%

The Corporate Suit has spent his life in the business world, far away from politics. He was originally brought in as an independent minister, but due his competence and cooperation skills he has reached the top. He has formed a large network of contacts, but he is out of place in politics.

Foreign Minister

Biased Intellectual

If the targeted government is of a different type:

  • Offer Alliance -50 (-100)
  • Bring to Alliance -50 (-100)
  • Join Alliance -15 (-30)
  • Open Negotiations -8 (-30)
  • Offer Trade Agreement 0 (0)
  • Sue for Peace 0 (0)

The Biased Intellectual is a refined academic intellectual, whose scholarly work has biased his judgement of other countries and people. The Biased Intellectual is often arrogant and witty about those he dislikes but fawning and ingratiating towards those he likes.

Ideological Crusader
  • Influence Nation -67 (-100)
  • Open Negotiation -8 (-30)
  • Offer Trade Agreement 0 (0)

The Ideological Crusader views himself as a devoted proponent of his political system, but to others he is an extremist. If a Fascist, he judges all non-Fascists as weak and decadent. If a Democrat, he would rather lose a war than comply with any demands from a non-Democrat. If a Communist, he views Democrats as evil capitalists and Fascists as evil pseudo-capitalists. When it comes to ideology it is impossible to argue with him since he has already found his salvation.

Apologetic Clerk
  • Influence nation -133 (-100)
  • Cancel Military Access 0 (-30)
  • Revoke Military Access 0 (-30)
  • Sue for peace 0 (0)

The Apologetic Clerk is often a brilliant man, but either lacks inner strength or is so filled with doubt over the political system of his own country that he can seldom stay consistent. An Apologetic Clerk might also be a man who truly believes in the righteousness of his political system, but unfortunately also believes that the other side will win the war.

Iron-fisted Brute
  • Influence Nation -67 (-100)
  • Annex Nation 0 (0)
  • Demand Territory -67 (-100)

The Iron-Fisted Brute is a simple man who has risen throught the ranks of the military or the party. He views the world in black and white: those who eat and those who are eaten. Often brutish and sometimes a sociopath, the Iron-Fisted Brute makes policies without remorse.

Great Compromiser
  • Offer Alliance -50 (-100)
  • Bring to Alliance -50 (-100)
  • Join Alliance -15 (-30)
  • Leave Alliance -70 (-150)
  • Guarantee Independence -15 (-30)

The Great Compromiser is an easy-going and amiable fellow liked by most. Often he is a sage-like old man and a professional diplomat with many years of service, tactful and experienced. He has the ability to forge lasting friendships and to bind the wills of many into one, striving towards the same goal.

General Staffer
  • Request Military Access -75 (-100)
  • Assume Military Control 0 (0)

The General Staffer is a former military man, perhaps a former teacher of strategy in the General Staff. He has now resettled in the field of Foreign Affairs, a subject that was always his 'hobby'. The General Staffer most likely follows his old military notion of politics and is focused on diplomacy through military might. However, by doing that, the General Staffer is often deemed a simple-minded man, lacking in imagination and boring.

The Cloak-and-Dagger Schemer
  • Coup Nation -667 (-1000)
  • Puppet Regime 0 (0)

The Cloak-and-Dagger Schemer is a secretive person. He prefers unorthodox plans and constantly seeks weaknesses to exploit among his slower victims. Often the Cloak-and-Dagger Schemer has a background in the Secret Service and that experience makes him sly and uninformative. Basically the Cloak-and-Dagger Schemer is not a great diplomat but he is so unpredictable that in the end he often gets what he wants.

Armaments Minister

  • Note: Minister research bonus did not work in HOI2 up to and including 1.2. Works properly in all later versions, Doomsday and Armageddon.
Administrative Genius
  • IC +10%

The Administrative Genius is an ardent labourer, who uses his personnel and modern techniques to the utmost to improve the war effort. The Administrative Genius is often a young engineer or scientist, free-thinking and innovative. He always tries to be 'objective' and 'impartial' to further the common good.

Resource Industrialist
  • IC +5%
  • Industrial Research +10%

The Resource Industrialist is usually a civilian from the heavy industry sector who has been appointed to govern the nation’s industrial efforts. He always tries to run the country as he would the coal mine back home, improving and expanding its base. As such he is a great organiser, but he sometimes tends to neglect the finer points of the armaments industry.

Laissez-Faire Capitalist
  • Consumer goods need -20%

The Laissez-Faire Capitalist is a specialist in market economics. It is his firmest opinion that little government intervention is needed, but that the good old invisible hand will best direct the resources of the Nation, war or no war.

Theoretical Scientist
  • Secret Weapons research +10%

The Theoretical Scientist is a brilliant old professor picked out from the nation's leading university. He is of course a specialist in science both theoretical and applied. However he sometimes has a hard time prioritizing military matters, when great exploits in the civilian sectors can be attained. This often makes him a proponent of the more neutral areas of Electronics and Communication, but sometimes if he is eccentric enough, Secret Weapons are his preferred field.

Military Entrepreneur
  • Supplies +20%

The Military Entrepreneur is a former military man, possibly an old fighter from the Great War. He knows his priority and that is to get the guns and the butter to the troops at the front. This priority often leads to the neglect of the finer points of science

Battlefleet Proponent
  • Naval research +10%

The Battlefleet Proponent is not only an able administrator and politician, he is also a meddler in Grand Strategy. He believes that battleships are what the country needs.

Submarine Proponent
  • Submarine construction bonus -10%

The Submarine Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that submarines are now the decisive weapon of naval warfare.

Tank Proponent
  • Armor & Artillery research +10%

The Tank Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that tanks are now the most vital weapon of war.

Infantry Proponent
  • Infantry research +10%

The Infantry Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that Infantry is still the most important fighting force.

Air Superiority Proponent
  • Aircraft research +10%

The Air Superiority Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that control of the air is now most important aspect of war.

Corrupt Kleptocrat
  • Supplies -10%
  • IC -5% (hidden "bonus", not shown in tooltip)

The Corrupt Kleptocrat is a competent administrator, but he is thoroughly corrupt so military aid and military supplies regularly end up in the pockets of the minister and his cronies.

Air-to-Ground Proponent
  • Tactical Bomber construction bonus -5%
  • Close Air Support construction bonus -5%

The Air-to-Ground Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that bombing is the best way to defeat the enemy army.

Air-to-Sea Proponent
  • Naval Bomber construction bonus -5%
  • Carrier Air Group construction bonus -5%

The Air-to-Sea Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that bombing is now the best way to defeat the enemy's navy.

Strategic Air Proponent
  • Strategic Bomber construction bonus -10%

The Strategic Air Proponent is not only an able administrator and politician, but he also is meddling in the area of Grand Strategy. He believes that bombing the enemy's industry is now the way to win the war.

Minister of Security

Silent Lawyer
  • Consumer goods need -5%

The Silent Lawyer directs his department with little imagination and creativity, but he is just.

Compassionate Gentleman
  • Foreign manpower use +5%
  • Foreign IC use +5%

The Compassionate Gentleman is a jovial man who wishes to please all. The population like him, but he is known to be soft on crimes and terrorism.

Crime Fighter
  • Consumer goods need -10%

The Crime Fighter has devoted his life to combating crime. The people like his firm grip and feel reassured that they are safe.

Prince of Terror
  • Foreign IC use +15%
  • Consumer goods need +10%

The Prince of Terror lives by the rule: it is better to be feared than to be loved. However, extreme violence may actually increase dissent, a factor the Prince of Terror is unable to see.

Back Stabber
  • Consumer goods need +5%

The Back Stabber uses his position to root out dissent and disloyal elements within the elite, but he is unable cope with occupied territories because of his untrustworthiness.

Man of the People
  • Foreign manpower use +10%
  • Manpower use +10%

The Man of the People knows how to talk to both high and low in society. For him it is a crusade to ease the burden of the poor. However, he is in an awkward position when trying to help people in the occupied zones, and his hands are bound by the military.

Efficient Sociopath
  • Foreign IC use +10%
  • Manpower growth -10%

The Efficient Sociopath has no remorse and uses any means necessary to further his goals. However, he always works in the shadows, trying to hide his personal perversions and the excess violence of his minions from the population and his fellow ministers.

Crooked Kleptocrat
  • IC -3%

The Crooked Kleptocrat ignores the crimes of the high and low and cares little about insurrections but other ministers are loyal towards him because of their chances for self-enrichment.

Minister of Intelligence (HOI2)

Technical Specialist
  • Research +5%

The Technical Specialist concentrates his effort on the study of the modernization of foreign equipment and units to draw conclusions on how to best defeat them.

Logistics Specialist
  • Army intelligence +30%

The Logistics Specialist uses the old General Staff technique of monitoring the movement of supplies to learn where a new threat is mounting.

Political Specialist
  • Coup Nation +20% chance
  • Influence Nation +20% chance

The Political Specialist uses his 'technical embassy personnel' to fight a secret war of counter-intelligence with the enemy.

Dismal Enigma
  • Intelligence +30%

The Dismal Enigma is a man of secrets, and if he were not able to produce an 'Ace of Intelligence' from time to time he would have had lost his job ages ago.

Industrial Specialist
  • IC +5%

The Industrial Specialist concentrates his efforts on studying open industrial and economic sources of the enemy and thus often learns what will come by analysing what they are producing at the moment.

Naval Intelligence Specialist
  • Naval Detection +20%

The Naval Intelligence Specialist uses the old Naval Staff technique of monitoring the basing of ships to learn where a new threat is mounting.

Head of Military Intelligence (Doomsday, Armageddon)

Technical Specialist
  • Research: +5%
  • Steal Blueprints: +5% Chance
  • Nuclear Sabotage: +5% Chance
  • Sabotage Techteam: +5% Chance

The Technical Specialist concentrates his effort on the study of the modernization of foreign equipment and units to draw conclusions on how to best defeat them.

Logistics Specialist
  • Army intelligence +30%

The Logistics Specialist uses the old General Staff technique of monitoring the movement of supplies to learn where a new threat is mounting.

Political Specialist
  • Coup Nation: +20% Chance
  • Influence Nation: +20% Chance
  • Assassinate Minister: +5% Chance
  • Smear Campaign: +5% Chance
  • Fund Partisans: +5% Chance
  • Global manipulation: +5% Chance

The Political Specialist uses his 'technical embassy personnel' to fight a secret war of counter-intelligence with the enemy.

Dismal Enigma
  • Intelligence +5%
  • Send Spy +5% Chance
  • Counter Espionage +5% Chance

The Dismal Enigma is a man of secrets, and if he were not able to produce an 'Ace of Intelligence' from time to time he would have had lost his job ages ago.

Industrial Specialist
  • IC +5%
  • Steal Blueprint: +5% Chance
  • Sabotage Industry: +5% Chance

The Industrial Specialist concentrates his efforts on studying open industrial and economic sources of the enemy and thus often learns what will come by analysing what they are producing at the moment.

Naval Intelligence Specialist
  • Naval Detection +20%
  • Steal blueprints: +5% Chance
  • Sabotage Industry: +5% Chance

The Naval Intelligence Specialist uses the old Naval Staff technique of monitoring the basing of ships to learn where a new threat is mounting.

Chief of Staff

School of Manoeuvre
  • Land Unit speed +10%

This Chief of Staff teaches that Manoeuvre and Speed are the essence of modern warfare.

School of Fire Support
  • Armor & Artillery research +5%
  • Artillery brigade construction bonus -5%
  • Self-propelled Artillery brigade construction bonus -5%
  • Rocket Artillery brigade construction bonus -5%
  • Self-propelled Rocket Artillery brigade construction bonus -5%

This Chief of Staff teaches that Fire Support is the essence of modern warfare.

School of Mass Combat
  • Manpower growth +25%
  • Infantry construction bonus -5%

This Chief of Staff believes in the People's War and teaches that mass formations and guerrilla tactics are the essence of modern warfare.

School of Psychology
  • Organisation regain +20%

This Chief of Staff teaches that morale and small-unit leadership are the essence of modern warfare.

School of Defence
  • Defensive combat modifier +10%

This Chief of Staff teaches that Fortifications, Militia and Strategic Depth are the essence of modern warfare.

Chief of Army

Elastic Defence Doctrine
  • Self-propelled Artillery brigade construction bonus -5%
  • Self-propelled Rocket Artillery brigade construction bonus -5%
  • Motorised construction bonus -5%
  • Mechanised construction bonus -5%
  • Self-propelled Artillery brigade defensive combat modifier +5%
  • Self-propelled Rocket Artillery brigade defensive combat modifier +5%
  • Motorised defensive combat modifier +5%
  • Mechanised defensive combat modifier +5%

This Chief of the Army directs the utilization of the ground forces by the doctrine of Elastic Defence. This means that deploying a thin defensive line with heavily armed infantry and deploying replacements and assault teams in the second lines are essential for wearing down the enemy and for winning the war.

Static Defence Doctrine
  • Land Fort construction bonus -10%
  • Infantry construction bonus -5%
  • Antitank brigade construction bonus -5%
  • Infantry defensive combat modifier +5%
  • Antitank brigade defensive combat modifier +5%

This Chief of the Army directs the utilization of the ground forces according to the doctrine of Static Defence. This means that deploying several defensive lines with fortified infantry and substantial artillery assets in the rear are essential for wearing down the enemy and for winning the war.

Decisive Battle Doctrine
  • Infantry construction bonus -5%
  • Artillery brigade construction bonus -5%
  • Rocket Artillery brigade construction bonus -5%
  • Antitank brigade construction bonus -5%
  • Infantry offensive combat modifier +5%
  • Artillery brigade offensive combat modifier +5%
  • Rocket Artillery brigade offensive combat modifier +5%
  • Antitank brigade offensive combat modifier +5%

This Chief of the Army directs the utilization of the ground forces according to the doctrine of Decisive Battle. This means that concentrating large amounts of superior attacking troops and forcing the enemy to commit inferior troops are essential for wearing down the enemy and for winning the war.

Armoured Spearhead Doctrine
  • Armor construction bonus -5%
  • Mechanized construction bonus -5%
  • Self-propelled Antitank brigade construction bonus -5%
  • Self-propelled Artillery brigade construction bonus -5%
  • Self-propelled Rocket Artillery construction bonus -5%
  • Armor offensive combat modifier +5%
  • Mechanized offensive combat modifier +5%
  • Self-propelled Antitank brigade offensive combat modifier +5%
  • Self-propelled Artillery brigade offensive combat modifier +5%
  • Self-propelled Rocket Artillery offensive combat modifier +5%

This Chief of the Army directs the utilization of the ground forces according to the doctrine of Armoured Spearheads. This means that spearheading speedy offensives with tank units followed up with encircling infantry are essential for wearing down the enemy and for winning the war.

Guns and Butter Doctrine
  • Supply consumption -15%

This Chief of the Army directs the utilization of the ground forces according to the doctrine of Guns and Butter. This means allowing the operational commanders freedom of command while ensuring the best possible supplies and training for the Army are essential for wearing down the enemy and for winning the war. This is the best army minister to use when you are having Transportation Capacity problems because he reduces supply usage which reduces a hit on your TC.

Chief of Navy

Open Seas Doctrine
  • Carrier defensive combat modifier +5%
  • Light Cruiser defensive combat modifier +5%
  • Destroyer defensive combat modifier +5%
  • Transport defensive combat modifier +5%
  • Submarine defensive combat modifier -10%

This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Open Seas. This means that the control of sea lanes to far-flung resources is essential for winning the war.

Decisive Naval Battle Doctrine
  • Battleship offensive combat modifier +5%
  • Light Cruiser offensive combat modifier +5%
  • Heavy Cruiser offensive combat modifier +5%
  • Battlecruiser offensive combat modifier +5%
  • Carrier offensive combat modifier -10%

This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Decisive Battle. This means that in order to win the war it is essential to amass a large battle fleet and destroy the enemy's force on the High Seas.

Power Projection Doctrine
  • Battleship offensive combat modifier +5%
  • Light Cruiser offensive combat modifier +5%
  • Heavy Cruiser offensive combat modifier +5%
  • Carrier offensive combat modifier +10%
  • Destroyer construction bonus +10%
  • Transport construction bonus +10%

This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Power Projection, which means that by concentrating all power from aircraft, torpedoes and artillery fire into a suitable area a good chance for winning the war is ensured.

Indirect Approach Doctrine
  • Destroyer construction bonus +5%
  • Transport construction bonus +5%
  • Submarine offensive combat modifier +10%
  • Battlecruiser offensive combat modifier +10%

This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Indirect Approach. This means that in order to win the war it is essential to avoid decisive battle and instead destroy the enemy's convoys and warships piecemeal.

Base Control Doctrine
  • Marines construction bonus -10%
  • Transport construction bonus -10%
  • Heavy Cruiser construction bonus +5%
  • Light Cruiser construction bonus +5%
  • Destroyer construction bonus -5%
  • Battlecruiser offensive combat modifier -10%
  • Battleship offensive combat modifier -10%

This Chief of the Navy directs the utilization of the Naval forces according to the doctrine of Base Control. This means that in order to win the war it is essential to strike directly at the enemy bases (ports and islands), and take control of them with air and land forces.

Chief of Air Force

Air Superiority Doctrine
  • Fighter offensive combat modifier +5%
  • Interceptor offensive combat modifier +5%
  • Fighter defensive combat modifier +5%
  • Interceptor defensive combat modifier +5%
  • Fighter construction bonus -5%
  • Interceptor construction bonus -5%
  • Antiair brigade construction bonus -5%
  • Strategic Bomber construction bonus +10%
  • Naval Bomber construction bonus +10%

This Chief of the Air Force directs the utilization of the air force according to the doctrine of Air Superiority. This means that in order to win the war it is essential to control the skies above the battlefield.

Naval Aviation Doctrine
  • Carrier defensive combat modifier +5%
  • Naval Bomber defensive combat modifier +5%
  • Naval Bomber offensive combat modifier +5%
  • Naval Bomber construction bonus -5%
  • Carrier Air Group construction bonus -5%
  • Strategic Bomber construction bonus +10%

This Chief of the Air Force directs the utilization of the air force according to the doctrine of Naval Aviation. This means that in order to win the war it is essential to work closely with the Navy and destroy the enemy Navy, preferably by bombing it to pieces.

Army Aviation Doctrine
  • Tactical Bomber offensive combat modifier +5%
  • Close Air Support offensive combat modifier +5%
  • Tactical Bomber defensive combat modifier +5%
  • Close Air Support defensive combat modifier +5%
  • Tactical Bomber construction bonus -5%
  • Close Air Support construction bonus -5%
  • Strategic Bomber construction bonus +10%

This Chief of the Air Force directs the utilization of the Air forces according to the doctrine of Army Aviation. This means that in order to win the war it is essential to work closely with the Army and destroy the enemy land forces, preferably by bombing them to pieces.

Carpet Bombing Doctrine
  • Strategic Bomber offensive combat modifier +10%
  • Strategic Bomber defensive combat modifier +5%
  • Escort Fighter offensive combat modifier +5%
  • Escort Fighter defensive combat modifier +10%
  • Strategic Bomber construction bonus -10%
  • Escort Fighter construction bonus -10%

This Chief of the Air Force directs the utilization of the Air forces according to the doctrine of Carpet Bombing. This means that in order to win the war it is essential to grind down the enemy transportation network and industrial plants, and to demoralize his population by terror bombing.

Vertical Envelopment Doctrine
  • Paratrooper construction bonus -5%
  • Air Transport construction bonus -5%
  • Paratrooper offensive combat modifier +10%
  • Paratrooper defensive combat modifier +5%

This Chief of the Air Force directs the utilization of the Air forces according to the doctrine of Vertical Envelopment. This means that in order to win the war it is essential to seize strategic terrain or bridgeheads by air to quickly enable the Army to achieve a breakthrough.